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Chess\_db: A framework for working with large chess game datasets
arXiv:2607.21195v1 Announce Type: cross Abstract: Chess is a two player strategic game that is embedded in classical AI culture as it was once the frontier for intelligent behaviour. There was the silent assumption that the advent of computer engines that play better than the best humans will extinguish interest in the game. However, the opposite has come to pass, with a growing following for the game. A lot of the computational resources are now centered around training of players, where the engine output is just one aspect. Access to past games is also an essential part, both in knowing what games a specific player has played previously, and also which continuations at a certain position have led to victory more often for each of the two colour players. We present Chess_db a suite of logic programming tools that can effectively manipulate games both in memory and via creating back end databases. In particular, we provide versatile code that creates databases from PGN (portable game notation) game files and explore the suitability of open source key-value databases for storing position tables that provide near-instant access to information pertaining to substantially large number of games.
Abstract:Chess is a two player strategic game that is embedded in classical AI culture as it was once the frontier for intelligent behaviour. There was the silent assumption that the advent of computer engines that play better than the best humans will extinguish interest in the game. However, the opposite has come to pass, with a growing following for the game. A lot of the computational resources are now centered around training of players, where the engine output is just one aspect. Access to past games is also an essential part, both in knowing what games a specific player has played previously, and also which continuations at a certain position have led to victory more often for each of the two colour players. We present Chess_db a suite of logic programming tools that can effectively manipulate games both in memory and via creating back end databases. In particular, we provide versatile code that creates databases from PGN (portable game notation) game files and explore the suitability of open source key-value databases for storing position tables that provide near-instant access to information pertaining to substantially large number of games.
In Proceedings ICLP 2026, arXiv:2607.17707
Logic in Computer Science (cs.LO); Artificial Intelligence (cs.AI); Databases (cs.DB); Symbolic Computation (cs.SC)
arXiv:2607.21195 [cs.LO]
(or arXiv:2607.21195v1 [cs.LO] for this version)
https://doi.org/10.48550/arXiv.2607.21195 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
EPTCS 450, 2026, pp. 196-208
https://doi.org/10.4204/EPTCS.450.16 Focus to learn more DOI(s) linking to related resources
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